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Intel $INTC is hosting an #Olympics – sanctioned #Esports tournament in 2020 *SPONSOR: Enthusiast Gaming $EGLX.ca has 85 owned and affiliated websites, currently reaching over 150 million monthly visitors $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 12:28 PM on Thursday, September 12th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 85 owned and affiliated websites, currently reaching over 150 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

By: Amrita Khalid

  • Gamers will go for the gold next summer in Tokyo, but not in the Olympics.
  • Intel has announced it will host an esports tournament in Tokyo during the lead-up to the 2020 Olympics.
  • Players will compete in Street Fighter V and Rocket League for a price of $250,000 for each game. Online qualifiers will kick-off early next year, with a live qualifier event in Poland in June.

The final championship tournament — the Intel World Open — will be held on June 22-24th in Tokyo. Similar to the Olympics, players will play on teams that represent their nations. A total of 12 nations will be pre-selected to form national teams. Beginning in March, national qualifiers will determine the best four players of each nation, who will be selected to form that team. During the live qualifier in Poland, twenty teams will compete in a group stage qualifier to determine the strongest team in the Americas, EEMEA (Eastern Europe, the Middle East and Africa) and the Asia Pacific region. The final seven teams will compete against Japan in the World Open in Tokyo.

Intel will already have a big presence in the 2020 Olympics, bringing 3D athlete tracking, a 5G network and a possible drone light show. Adding an esports tournament will only add to the American tech giant’s cachet in Japan’s capital city.

Source: Read More

Team SoloMid to begin construction on $13-million #Esports training center in Playa Vista – SPONSOR: Esports Entertainment Group $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 10:00 AM on Thursday, September 12th, 2019

OUR FEATURED SPONSOR:

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WHAT YOU NEED TO KNOW

  • S-1 Filed for NASDAQ Listing
  • Partnered with 190 esports teams
  • Partnered with 250+ esports streamers
  • Launched VIE.gg P2P esports betting platform
  • P2P means an esports fan always wins
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  • Traditional sports teams owners are investing
  • Athletes and celebrities are investing
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Hub On AGORACOM

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Team SoloMid to begin construction on $13-million Esports training center in Playa Vista

By Arash Markazi Sep. 11, 2019 11:49 AM

  • One of the biggest esports organizations in the world will begin construction Tuesday on a 25,000-square-foot training center in Playa Vista.
  • The $13-million facility is slated to be completed by February 2020 and will be the home of Team SoloMid (TSM), which fields players and esports teams competing in popular video games such as “League of Legends,” “Fortnite,” “Apex Legends,” “PlayerUnknown’s Battlegrounds” (PUBG), “Hearthstone,” “Super Smash Bros.,” “Rocket League” and others.

Currently TSM players and staff are spread out around the world with their “League of Legends” team based in Santa Monica, their PUBG team living in Europe and other players and staff working out of various WeWork locations.

“League of Legends” is the most popular title in the billion-dollar world of competitive gaming and TSM’s “League of Legends” team won six of the first 10 splits of the North American League of Legends Championship Series, essentially making them the Lakers or Warriors in that space.

TSM’s “League of Legends” team won six of the first 10 splits of the North American League of Legends Championship Series. A rendering of the esports training center is shown. (Rendering by NxT Studios)  

The facility, shown in a rendering, will be the largest esports training facility in North America. (Rendering by NxT Studios)

“I actually toured the Lakers and Warriors facilities as we thought about our facility,” TSM founder and CEO Andy “Reginald” Dinh told The Times. “What they built was great for basketball players and we wanted to build a similar facility catered for esports players. We want to have the best training environment for our players. We want to make sure our players and staff have everything they need to succeed. Over the next 10-20 years we want to maintain our position as a global esports leader.”

The facility will be the largest esports training facility in North America when it opens and will house studios, streaming rooms, gaming rooms, coach rooms as well as a fitness studio and wellness center, making it the first esports training center to include both.

The facility, shown in a rendering, will be the first esports training center to include a fitness studio and wellness center. (Rendering by NxT Studios)

“Having all the players in one space and tracking how they perform, that’s where we can have the largest areas of growth,” Dinh said. “We’re focused on data science and physical science so we’re going to have a gym and a full-time sports psychologist there so our players have everything they need in order to perform better. Most esports teams don’t have this. We’re going to take it to a new level.”

Source: https://www.latimes.com/sports/story/2019-09-11/largest-esports-training-center-north-america-los-angeles

More than a game: the unstoppable growth of #Esports, Enthusiast Gaming #EGLX.ca has 85 Affiliated Sites Reaching over 150M Visitors Monthly $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 1:21 PM on Wednesday, September 11th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 85 owned and affiliated websites, currently reaching over 150 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

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Players at the 2019 Fortnite World Cup in New York. Photo: Johannes Eisele/AFP/Getty Images

Analysis: competitive multi-player video gaming is now a global phenomenon and a way for schools to engage children in new and dynamic ways

  • A change may be ahead thanks to the evolution of esports and growing media attention for events like 16-year-old Kyle “Bugha” Giersdorf’s recent $3 million win at the Epic Games Fortnite World Cup in New York (and Dubliner Joshua Juliano winning $50,000 at the same tournament).
  • These are the types of questions parents and educators are asking themselves in environments where esports are done right, holistically considered and responsibly deployed.

By James O’Hagan, Northern Illinois University

Would you be so quick to shut off your child’s video game system if you knew that it could be a portal to a scholarship at an international university or a career in a billion-dollar industry? What about if it led to a reduction in your child’s anxiety, better connections with his/her peers or an interest in developing better sleep and nutritional habits?

A change may be ahead thanks to the evolution of esports and growing media attention for events like 16-year-old Kyle “Bugha” Giersdorf’s recent $3 million win at the Epic Games Fortnite World Cup in New York (and Dubliner Joshua Juliano winning $50,000 at the same tournament). These are the types of questions parents and educators are asking themselves in environments where esports are done right, holistically considered and responsibly deployed.

WATCH VIDEO

From RTÉ Radio 1’s Morning Ireland, Dublin gamer Joshua Juliano talks about winning $50,000 at the Epic Games Fortnite World Cup in New York

But first, a pause for those quizzically cocking their heads to the side: what exactly is esports?

Esports is organised, competitive, multi-player video gaming. Much like how when we talk about traditional “sports” which encompass basketball, football and swimming, there are a lot of games that fall into the realm of esports. Titles such as League of Legends, Overwatch, Super Smash Bros Ultimate, Rocket League and  Fortnite are among the most popular.

Of course, dedicating hours to playing these games on its own does not make someone an esports athlete. While tossing a ball around the yard with friends can be considered “playing football”, it takes organisation, dedication, discipline and training to be “a football player.” And there’s a similar difference between casual gaming and esports.

In schools across the United States, we are always looking to engage children in new and dynamic ways. Of paramount importance is meeting children where they’re at: what do kids naturally love to do and how can we add value to that space without negatively impacting the joy they find there?

Watch Video

From RTÉ Radio 1’s Morning Ireland, an interview with Mark Campbell from the Lero esports research lab at the University of Limerick 

Pew Research shows 97% of boys and 83% of girls aged 13 to 17 in the US identify as being a gamer of some kind. Those demographics cut across race and socio-economics. To responsibly guide the evolution of esports in education and harness its potential, we must tap into the intrinsic motivation – or behaviours based on inherent enjoyment – of gamers and embrace the opportunities for connection offered on the gaming field. 

Being respectful in our messaging is one of the first steps to take. Would we tell kids that they draw too much? Dance too much? Play an instrument too much? Hopefully not. Yet too often, video games are dismissed as “a waste of time by adults who have not researched the profoundly positive impact they can have when implemented responsibly. The modern space in which the majority of children are choosing to engage in some way is in video games so let’s meet them there and understand why instead of negating their passion for play.

Why embrace esports?

There are five core attrributes which should be at the heart of any program your child joins or your school implements:

(1) Redefine athletic culture

(2) Diversify opportunities for student participation

(3) Promote good mental and physical Hhealth

(4) Create career and further education scholarship opportunities

(5) Respect the Importance of play

Watch Video

From RTÉ Radio 1’s Morning Ireland, Adam Maguire reports from the final of the inaugural Estars Ireland esports tournament

Esports redefines athletic culture by encouraging children of all races, abilities and genders to compete in a space where their passion for play is the most prominent part of their identity as an athlete. Esports is an opportunity for everyone to come together in a shared space around a love of gaming. 

In bringing children together across demographics, you diversify opportunities for their participation in extracurricular activities. Research shows that students engaged in extracurricular activities have higher grade point averages, better attendance and increased graduation rates. Many children who do not fit traditional athletic ideals are often left on the margins, but participating in esports draws them into a community in which they belong.

Having children intrinsically motivated to be part of their school’s esports experience, the conversation then begins to shift towards things typically not associated with video games such as positive mental and physical health. The importance of good sleep habits, proper nutrition and a dedicated exercise regimen are critical aspects of a responsible esports program. Kids are far more likely to pass over energy drinks in favour of water when they learn, for example, how their gaming performance is negatively impacted after the sugar crash. They also learn to choose snacks that increase their focus during tournaments or to take part in exercises (like yoga and weights) that help regulate their heart rate and add stamina during matches.

As part of this ecosystem, we employ aspects of traditional sports training. Weight training helps develop complex reasoning skills and aerobic training promotes problem-solving skills. Additionally, research indicates that two of the best ways to promote good mental health are with positive adult interactions and through play. The key is meeting kids in the space they love to deliver the messaging.

Watch Video

From RTÉ 2fm’s Game On, Rob Wright from RTÉ Sport on the growth of video games as a sport in Ireland and globally

US colleges and universities have begun to take note of esports and are attracting students with scholarships of varying sizes. In 2023, there will be an estimated $100m (€90.6 million) in scholarship money available related to esports. The opportunity to access these scholarships is greatly enhanced when primary and secondary schools formally embrace esports.

Higher learning institutions recognise that esports is a billion-dollar industry in which playing games is just one element. Marketing, sports nutrition, broadcasting, psychology, esports law, business management, digital art, storytelling, computer science: these are just some of the career paths through this new ecosystem.

Probably the most important aspect of esports to be considered is that, at its heart, this is all about play. By providing these environments for children to play, we are helping to defray the issue of online toxicity and helping them navigate their world as we would on a traditional playground.

Source: https://www.rte.ie/brainstorm/2019/0909/1074856-more-than-a-game-the-unstoppable-growth-of-esports/

Enthusiast Gaming $EGLX.ca Completes Deferred Payment to “The #Sims Resource” Unlocking 100% of EBITDA and Cashflow #Esports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:25 AM on Wednesday, September 11th, 2019

Payment made seven months ahead of schedule to acquire 100% economic ownership of largest female online gaming community

  • Completed, ahead of schedule, the deferred payment obligation related to its previously announced acquisition of the assets of The Sims Resource
  • The payment satisfied all obligations of the acquisition of TSR from Generatorhallen AB and IBIBI HB, which closed on April 12, 2019.

Toronto, Ontario–(September 11, 2019) – Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (“Enthusiast Gaming” or the “Company“) is pleased to announce that it has completed, ahead of schedule, the deferred payment obligation related to its previously announced acquisition of the assets of The Sims Resource (“TSR“). The payment satisfied all obligations of the acquisition of TSR from Generatorhallen AB and IBIBI HB, which closed on April 12, 2019.

TSR is the world’s largest female online video gaming content and community destination, offering custom content built around the popular Sims™ video game franchise, which can be downloaded by users to alter and/or expand gameplay. TSR fans generated over 2.5 billion page views last year, while the property earned C$7 million revenue – split between advertising and recurring monthly paid subscribers – and C$5.25 million in Adjusted EBITDA. Since Enthusiast Gaming closed the transaction with TSR in April 2019, the number of monthly subscribers has grown nearly 30%.

Enthusiast Gaming utilized part of the available capital proceeds from its recent merger with Aquilini GameCo. and Luminosity Gaming to pay down the deferred payment obligation ahead of schedule and unlock a number of strategic and economic benefits including:

  1. Increase the number of leading video media and content sites under full ownership. Full ownership and integration allows Enthusiast Gaming to implement an optimized advertising and content strategy to increase revenue and gross margin.
  2. Ability to leverage paid subscription models across the Enthusiast Gaming platform.
  3. Unlocks an additional 70% of the EBITDA that had previously been returned to the Vendors, seven months early.
  4. Highly accretive use of cash proceeds following the completion of merger with Aquilini GameCo.
  5. TSR management and content creators have joined the Enthusiast Gaming team and are excited to manage the next phase of growth.

Menashe Kestenbaum, President of Enthusiast Gaming commented, “Paying down the deferred payment ahead of schedule to TSR was an extremely important first step for the new Enthusiast Gaming. Having 100% economic and strategic control of TSR provides significant upside potential to increase our revenue/user and value/user – two key metrics for Enthusiast Gaming moving forward.” He continued, “Two of our primary growth opportunities include driving revenue through direct sales and adopting monthly, paid subscriber models across our network of video game media sites. Since we announced the acquisition of TSR, we have already seen steady growth of its subscriber base and it will be a key factor in achieving success across both key metrics.”

About Enthusiast Gaming

Enthusiast Gaming is one of the largest vertically integrated video game and esports companies in the world. The Company’s digital platform includes +85 gaming related websites and 900 YouTube channels which collectively reach 150 million visitors monthly. Enthusiast’s esports division, Luminosity Gaming, a leading global esports organization consists of 8 professional esports teams under ownership and management, including the #1 ranked Overwatch team, the Vancouver Titans and over 50 gaming influencers with a total audience of 60 million followers. Collectively, the community reaches over 200 million gaming enthusiasts on a monthly basis. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com. For more information on Luminosity Gaming, please visit luminosity.gg

CONTACT INFORMATION:

Investor Relations:
Julia Becker
Head of Investor Relations & Marketing
[email protected]
(604) 785.0850

Forward-Looking Information

Certain statements in this release are forward-looking statements. Forward looking statements consist of statements that are not purely historical, including any statements regarding beliefs, plans, expectations or intentions regarding the future. Such statements are subject to risks and uncertainties that may cause actual results, performance or developments to differ materially from those contained in the statements, including risks related to factors beyond the control of Enthusiast Gaming. The risks include risks that are customary to transactions of this nature and customary to companies which have their stock traded on the TSXV. No assurance can be given that any of the events anticipated by the forward-looking statements will occur or, if they do occur, what benefits Enthusiast Gaming will obtain from them.

This press release does not constitute an offer to sell or solicitation of an offer to buy any of the securities in the United States. The securities have not been and will not be registered under the United States Securities Act of 1933, as amended (the “U.S. Securities Act”) or any state securities laws and may not be offered or sold within the United States or to a U.S. Person unless registered under the U.S. Securities Act and applicable state securities laws or an exemption from such registration is available.

Neither TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.

To view the source version of this press release, please visit https://www.newsfilecorp.com/release/47684

Enthusiast Gaming $EGLX.ca and #Luminosity Gaming Announce Acquisition of Interest in #Overwatch League #Esports Team $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 7:43 AM on Tuesday, September 10th, 2019
  • Acquired a non-controlling interest in the Vancouver Titans, an esports team which was founded in 2018 and is competing in its first season in the Overwatch League
  • Overwatch League is an esports competition with 20 teams across six countries and three continents, all centered on the popular first-person shooter game Overwatch

Toronto, Ontario–(September 10, 2019) – Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (“Enthusiast Gaming“), the parent of Luminosity Gaming Inc., announced today that it has acquired a non-controlling interest in the Vancouver Titans, an esports team which was founded in 2018 and is competing in its first season in the Overwatch League. Overwatch League is an esports competition with 20 teams across six countries and three continents, all centered on the popular first-person shooter game Overwatch. Enthusiast Gaming acquired its interest in the Vancouver Titans from the team’s majority owner, the Aquilini Investment Group.

Enthusiast Gaming, through its wholly-owned subsidiary, Luminosity Gaming Inc., manages the Vancouver Titans through a long-term management services agreement with the majority owner.

About Enthusiast Gaming

Enthusiast Gaming is one of the largest vertically integrated video game and esports companies in the world. The Company’s digital platform includes +85 gaming related websites and 900 YouTube channels which collectively reach 150 million visitors monthly. Enthusiast’s esports division, Luminosity Gaming, a leading global esports organization consists of 8 professional esports teams under management, including the #1 ranked Overwatch team, the Vancouver Titans and over 50 gaming influencers with a total audience of 60 million followers. Collectively, the community reaches over 200 million gaming enthusiasts on a monthly basis. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com. For more information on Luminosity Gaming, please visit luminosity.gg

CONTACT INFORMATION

Investor Relations:
Julia Becker
Head of Investor Relations & Marketing
Telephone: 604-785-0850
Email: [email protected]

Forward-Looking Information

Certain statements in this release are forward-looking statements. Forward looking statements consist of statements that are not purely historical, including any statements regarding beliefs, plans, expectations or intentions regarding the future. Such statements are subject to risks and uncertainties that may cause actual results, performance or developments to differ materially from those contained in the statements, including risks related to factors beyond the control of Enthusiast Gaming. The risks include risks that are customary to transactions of this nature and customary to companies which have their stock traded on the TSXV. No assurance can be given that any of the events anticipated by the forward-looking statements will occur or, if they do occur, what benefits Enthusiast Gaming will obtain from them.

This press release does not constitute an offer to sell or solicitation of an offer to buy any of the securities in the United States. The securities have not been and will not be registered under the United States Securities Act of 1933, as amended (the “U.S. Securities Act”) or any state securities laws and may not be offered or sold within the United States or to a U.S. Person unless registered under the U.S. Securities Act and applicable state securities laws or an exemption from such registration is available.

Neither TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.

To view the source version of this press release, please visit https://www.newsfilecorp.com/release/47691

The Gaming Industry is colossal with over a billion gamers worldwide, Enthusiast Gaming $EGLX.ca Aims to Be the largest vertically integrated gaming media and #Esports company in the world $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 4:30 PM on Monday, September 9th, 2019
  • The gaming ecosystem is approaching a market share comparable to professional sports
  • Enthusiast Gaming has its eyes set on building the largest community of authentic gamers to monetize and leverage their market-leading analytics network
  • EGLX is the most adept enterprise at increasing fan engagement for its influencers and teams through its massive media portfolio

By: Eva Bieniarz

The gaming industry is colossal — there are more than 2.5 billion gamers around the world, and the gaming market is set to grow to US$196 billion by 2022 alone! With a CAGR of nine per cent for the period 2018–2022, this industry has become a legitimate rival to the traditional sports market.

To compare earnings, the global sports market generated US$488.5 billion in 2018, whereas the global gaming industry hauled in US$135 billion. While both segments are projected to see significant growth in the short term, the gap is poised to shrink as gaming solidifies itself at the “heart of the entertainment business,” according to Newzoo.

The gaming industry is also thriving based on its growing and diverse audience base. For instance, 65 per cent of American adults play video games, and the average gamer is only 34 years old.

Transforming the gaming world one acquisition at a time

Within this massive industry, Enthusiast Gaming (TSX.V: EGLX) is building the largest vertically integrated gaming media and esports company in the world.

As a newly listed public company by way of its merger with Luminosity Gaming, J55, and Aquilini GameCo, the company is on track to make this global vision a reality. One of the new conglomerate’s goals will be to build out a central gamer data source from its three divisions (media, events, influencers), to facilitate brands and advertisers.

Regarding the company’s merger and acquisition strategy, Menashe Kestenbaum, president and founder of Enthusiast Gaming, explains, “Enthusiast has an aggressive growth strategy through accretive acquisitions, which allows us to scale the business quickly and effectively.

“Our strategy is to acquire the leading digital communities across the entire gaming ecosystem, which keeps our platform diversified and agnostic. It also provides us with significant competitive advantage against anyone trying to enter the space.”

The company’s largest acquisition to date, The Sims Resource, is the leading female gaming website in the world, generating $7 million in revenue and $5.25 million in EBITDA (2018).

“This acquisition provided us with immediate access to the growing female gaming demographic and 2.5 billion page views a year. The Sims Resource also has a unique subscription model, which generates recurring monthly revenue from over 60,000 subscribers. We see this as an opportunity to adopt a similar model across our network of 85 websites to drive future revenue growth,” Kestenbaum notes.

Enthusiast has an aggressive growth strategy through accretive acquisitions, which allows us to scale the business quickly and effectively. Our strategy is to acquire leading digital communities across the gaming ecosystem, which keeps our platform diversified and agnostic.Menashe Kestenbaum, President, Enthusiast Gaming Holdings Inc.

What Enthusiast’s merger means for esports

Enthusiast’s merger will make the company a leading publicly traded esports and gaming organization, with $22 million in pro forma revenue on the closing of the merger backed by $55 million in financing, with a combined global audience reach of approximately 200 million.

So why is this merger so significant, and why did Enthusiast partner with Aquilini GameCo? How, exactly, will this benefit the company in the long run?

Well, since Enthusiast’s successful monetization strategy and wealth of analytical data covers an abundance of demographics in the broader gaming industry, the company’s knowledge can be combined with Luminosity’s influencers and esports properties to create a unique gaming ecosystem.

Enthusiast’s success in monetizing gaming properties will also allow the company to monetize Luminosity’s championship esports franchise through the same data-centric, ad tech approach to engage partnership and advertising opportunities.

The fact that Enthusiast is merging with Aquilini GameCo gives the company a huge boost to diversify and expand its presence across more than merely sports and entertainment, but potentially food and hospitality, living, and more.

Luminosity Gaming is currently competing in games like Counter Strike, Fortnite, Call of Duty, Madden and more at the highest professional level. Supplied

Enthusiast is also party to a long-term services support agreement with Vancouver Arena Limited Partnership (VALP), pursuant to which VALP will provide Enthusiast with a broad range of marketing and business support services, including corporate partnership and selling support, retail support, brand association and marketing support (to be provided by Canucks Sports and Entertainment), and more.

Apart from a company perspective, when taking a holistic look at the esports and gaming industry, it’s clear that sentiment towards gaming is growing. The industry even has tech giants Amazon and Google wanting in on the action.

What’s more, esports is also being compared to professional sports — hockey, baseball, you name it — in terms of garnering millions of fans around the world.

For instance, in 2017, the League of Legends tournament garnered more viewers than the MLB World Series, the NBA Finals and the NHL Stanley Cup Finals! This would have been unheard of a few years ago.

Kestenbaum explains, “The size and scalability of our ecosystems are a significant competitive advantage. Enthusiast’s online presence of 150 million visitors, combined with Luminosity’s rich content creation reaching over 60 million followers, will be invaluable for us moving forward.”

Enthusiast’s merger is expected to provide further significant strategic and financial benefits to the company, including but not limited to expected margin improvement, involving a combination of the net funds from the private placement and cash-on-hand that may be used to repay all or part of the Sims Resource Deferred Payment, as well as an enhanced capital market profile through the closing of the transactions.

Growth drivers propelling the company towards success

Enthusiast is also growing its fan base and subsequently its customer base through seven strategies:

  • Growth in revenue per user goal: Target revenue per user of $0.40
  • Build out a direct sales team: Increase of 10–20x / CPM compared to commoditized programmatic advertising rates. Expand to key financial hubs like Toronto, New York, London, Los Angeles, and San Francisco
  • Subscription model growth: Offer unique content and player access to increase subscriptions. Currently, over 60,000 subscribers generating approximately $2.5 million in recurring revenue
  • Mergers and acquisitions: Grow the size of Enthusiast’s fan base, and better engage with them to increase revenue and profitability
  • Expand the EG Live division: Build on the success in Toronto and bring similar events to New York, Chicago and the Pacific Northwest
  • Franchise value appreciation: Increase the value of the franchise through content creators, influencers, professional esports professionals and championship esports teams
  • Non-endemic opportunities: Sell more non-endemic sponsorships and partnerships through direct sales and programmatic advertising

Apart from the company’s strategic growth model, Enthusiast has five key business segments that enhance the company’s overall expansion plans. They include:

Content: Enthusiast offers news, reviews, videos, live streams, blog posts, tips, chats, message boards, and other video-gaming related content.

Advertising: The company operates an advertising network for brands targeting the gamer demographic, generating over 30 billion advertisement requests per month.

Events: Enthusiast organizes Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, which attracted over 55,000 attendees in 2018, including a Rising Star Series.

Data and ad tech: The company has built a proprietary ad tech platform around a tech-enabled gamer data platform.

Leading esports franchise: Luminosity Gaming is one of the most popular esports brands, offering a subscription growth model that leverages content and player access to increase subscriptions.

Add in celebrity endorsement from Canadian recording artist Tory Lanez, and the top esports athletes and influencers including YELO, and the company has all the right ingredients to reach success.

A knowledgeable management team leading the way

Enthusiast’s skyrocketing success and popularity is catalyzed by Menashe Kestenbaum, president of Enthusiast, who began his career in video games when he was 13 years old, writing for IGN, a large gaming media site. Kestenbaum launched his first gaming blog, called “Nintendo Enthusiast,” in 2011, which subsequently became the foundation of Enthusiast Gaming today.

Adrian Montgomery, CEO of Enthusiast, has also been instrumental in Luminosity’s new partnership with Enthusiast. As ex-president of Canucks Sports and Entertainment, Montgomery brings decades of knowledge about sports and what it means to be a dedicated fan.

Steve Maida, president of esports at Enthusiast, built the popular esports franchise from the ground up and was responsible for finding talent like “Ninja,” one of the world’s top Fornite players.

With its merger between Aquilini GameCo and Luminosity completed, Enthusiast Gaming is on the right path towards dominating the gaming industry. Through its clear growth objectives, diverse revenue streams, acquisitions, partnerships and more, the company is building a world-class gaming company that cannot be replicated.

Investors should look forward to more company updates as Enthusiast continues to scale and add to its roster.

Source: https://business.financialpost.com/business-trends/canadian-sports-mogul-bets-on-gaming-and-esports-with-enthusiast-gaming

Esports #Betting is Expected to Become a Multibillion-Dollar Industry, #Esports Entertainment $GMBL is at The Forefront $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:53 PM on Monday, September 9th, 2019
GMBL: OTCQB

WHAT YOU NEED TO KNOW

  • S-1 Filed for NASDAQ Listing
  • Partnered with 190 esports teams
  • Partnered with 250+ esports streamers
  • Launched VIE.gg P2P esports betting platform
  • P2P means an esports fan always wins
  • Superior to “House” model where fans VS. casino
  • Traditional sports teams owners are investing
  • Athletes and celebrities are investing
  • Wall Street is starting to invest
  • Biggest paradigm shift ever seen on the internet

Hub On AGORACOM

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What Is Esports Betting?

  • The esports industry is growing at a rapid rate, and along with it is also a new form of gambling called “esports betting.”
  • The esports betting industry is expected to continue to grow even more over the next couple of years, becoming a multibillion-dollar industry.

Bear in mind that unlike physical sports, which have a very large fanbase and following, the esports betting industry has a very limited audience. As a result, not too many people have an idea of what esports betting is. Only those who follow the esports industry may have heard of it.

So, What is Esports Betting?

For those who don’t know, esports is the shortened term for electronic sports, which usually refer to competitive video gaming. Playing competitive video games is not an entirely new concept. In fact, a lot of gamers have been competing with one another ever since the first gaming consoles have been released. What’s new is what we now call esports betting, which is starting to attract the attention of many gamblers from around the world.

Simply put, esports betting is a form of online gambling wherein you put your money on a team or player that plays competitive video games.

As mentioned earlier, esports betting is a very huge business and it is expected to become a multibillion-dollar industry soon as esports as a whole continues to grow. As the world of video gaming can be very competitive, there are now thousands of professional gamers from different video games who compete with one another because of the prize. And, when there is money, there is always gambling. With the rise of this industry, you can now go to online esports betting sites such as Vulkanbet Esports to place your bets and gamble on-the-go.

How Esports Betting Works

Esports betting is completely different from physical sports gambling. In esports betting, you are allowed to place a bet on a team of professional gamers or on individual players who you think will win the match or tournament.

However, since there are plenty of esports games, the betting system and options are usually different from one another. Esports betting also welcomes beginners who are not familiar with esports and offer them with numerous betting opportunities.

Currently, the simplest betting option is to bet on an overall winner. You simply place a bet on a team or player who you think will win the match after you have carefully studied the odds. This is what makes esports betting really interesting: you are given some betting odds that will let you have a good idea of the match’s outcome or who will win. You’ll need to learn how to study these odds before you bet if you want to earn a lot of money from esports betting.

Types of Esports Betting

It’s challenging to identify the different types of bets on esports since they usually depend on the video game. For example, Counter-Strike: Global Offensive (CS:GO), which is a fast-paced first-person shooter game, provides exciting betting opportunities that allow you to place a bet on which team wins the first round of the game.

On the other hand, DoTA 2, a real-time strategy multiplayer online battle arena, allows you to place a bet on which player or team kills Roshan (the most powerful Neutral Creep in the map who’s considered to be a miniboss) first. These bets are not dependent on which team wins the entire match, but on the objectives achieved throughout the match.

Here are the three most common types of esports betting that you are usually offered by many betting sites:

  • Outrights Betting – These are bets that you are allowed to place before the tournament or match starts. You bet on which team will become the overall winner of the tournament, or which players progress to the next stage of the event. You are also allowed to place bets on teams or players who you think will be eliminated once the tournament starts.
  • Match Winner – This is the most common type of bet in esports. You place a bet on a team or player who you think will win a single match.
  • Totals – This is the type of bet that is dependent on stats. Here, you can place your bet on which team or player has the most number of kills, maps or rounds played, total points, etc.

Conclusion

The future of esports betting looks very promising as more and more people are getting into the exciting betting action of video games. Whether you are new to esports or are an avid esports fan, this is the perfect time for you to join the fun and excitement that esports betting brings. Aside from that, you can potentially earn a lot of money from it while enjoying some competitive video games at the same time.

Source: https://powerup-gaming.com/2019/09/07/%EF%BB%BFwhat-is-esports-betting/

Anheuser-Busch $BUD is Pouring #Beer and #Money Into #Esports, Grab a Drink and Learn More About Esports Entertainment $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 11:39 AM on Friday, September 6th, 2019

WHAT YOU NEED TO KNOW

  • S-1 Filed for NASDAQ Listing
  • Partnered with 190 esports teams
  • Partnered with 250+ esports streamers
  • Launched VIE.gg P2P esports betting platform
  • P2P means an esports fan always wins
  • Superior to “House” model where fans VS. casino
  • Traditional sports teams owners are investing
  • Athletes and celebrities are investing
  • Wall Street is starting to invest
  • Biggest paradigm shift ever seen on the internet

Hub On AGORACOM

———————————-

Anheuser-Busch is Pouring Beer and Money Into Esports

Anheuser-Busch is one of the brands that isn’t shy about embracing esports. It is a non-endemic brand, meaning it isn’t born and bred with gamers the way that, say, esports headsets are. It’s a mainstream brand looking to break into the previously insular world of esports a with authentic experiential marketing.

Some brands have been wary of the unpredictability of esports. The games come and go. The athletes can blow big deals with their big mouths. And fans don’t always behave in a becoming way at esports events. But it’s the job of Joe Barnes, director of experiential marketing at Anheuser-Busch InBev, to make sure that his company is represented in the right way in front of the right consumers of esports as the “official beer of esports.”

MillenThere’s a lot of money at stake, but Barnes believes that big brands have to be nimble when it comes to getting behind a big trend among young adults. He isn’t waiting for competitors to arrive. He is pushing ahead of them with the mission of making Bud Light and other Anheuser-Busch products the beer of choice for a new generation of esports fans. I’ll be moderating a session with Barnes at the Esports BAR Miami event in October.

Here’s an edited transcript of our interview.

Above: Joe Barnes, director of experiential marketing at Anheuser-Busch InBevImage Credit: Anheuser-Busch

GamesBeat: What does your job entail? The experiential part is intriguing there.

Joe Barnes: I lead the Anheuser Busch portfolio in the U.S. I lead our sports sponsorship strategy. Additionally I do the experiential marketing for esports, soccer, and our emerging properties, which also covers fighting and women’s sports and a few other things. Our experiential marketing team is part of our consumer connections team. We’re focusing on how we can impact and influence consumer decisions at the point of their passion points.

With Bud Light, one of those is esports. We’re trying to–how can we get fans to start experiencing our product in a different way? Right now, within esports, our biggest challenge is that there’s not the traditional norms within the sports industry where it’s very in-person and communal. “We’re going to bars to watch the games. We’re gonna watch the NFL game at the sports bar and get pitchers of Bud Light.”

It’s much different within esports. That’s where experiential for us is a big lever that we try to pull. At events, the consumers are with community, not just their virtual community. That gives us a true point to interact with them and introduce them to Bud Light. As crazy as it sounds, a lot of these consumers that are becoming the 21-27 year old are growing up without drinking Bud Light, or beer at all. Their main drink is Red Bull, energy drinks. We’re trying to bring in these beer occasions to esports, just like we’ve established 100 years ago within traditional sports.

GamesBeat: I don’t know how much gamers drink beer. Are you guys endemic or non-endemic to games and esports?

Barnes: We definitely consider ourselves non-endemic. The key challenge, when people ask us–what’s our value proposition in esports? We’re not going to make your internet faster. We’re not going to make your screen bigger. We’re not going to give you better posture in a nice chair. For us, we can offer the fan something different.

This week we announced another Twitch program, and in another month we’ll be announcing another one. The Bud Light Twitch channel is our key asset within esports. First and foremost, in this community, we’re able to age gate our channel, so only 21 and up is able to interact with Bud Light. That obviously a huge concern with the traditionally younger audience. But within our Bud Light Twitch channel, we can offer gamers something in addition to the game.

We’re not endemic, like I say. We’re not part of the game. But what we can do–I’ll give you an example. We just launched, this past Tuesday, the Bud Light Beer League, which is an amateur Tekken tournament. Amateurs can win a chance to become a pro esports athlete and compete at the Tekken grand finals in Bangkok for a huge payout. Our value proposition here is that we’ll host a tournament, and we’re going to do it for gamers, not just esports athletes. We’re going to give them the opportunity to win prizes. And what can Bud Light do that someone else can’t do? We’ll give you a chance to become a pro.

Above: Anheuser-Busch doesn’t want esports fans to become wine drinkers.Image Credit: Anheuser-Busch

That’s much different from our strategy with Overwatch League. We’re the official beer sponsor of Overwatch League. Our Twitch channel content with that one, it’s Bud Light Happy Hour. Every week we have two hosts talking for 20 minutes, essentially a Sportscenter of Overwatch League, where they look at the past and they talk about key storylines coming up. It’s set at a bar environment with beers, with neons and things, just to establish that–as you’re hanging out and talking about esports, it’s happy hour. Get excited about tonight and have some Bud Light. That’s the behavior that we’re trying to get people introduced to.

Then, within Overwatch League, since this is the first year they’ve ever done live in-person events, we also sponsor all of the homestand weekends. We had consumer experiences and giveaways. We put them in what we call the Bud Light Watchtower, playing on the Overwatch IP. It’s the most premium seat within all the venues, where we’ll invite guests to hang out with influencers, streamers and professional gamers. Free Bud Light, the best seats, and the best experience you could possibly have. When you drink Bud Light, when you’re playing games and Bud Light’s your beer of choice, the opportunities are endless for cool experiences. We consider ourselves the leader in terms of offering premium experiences for consumers.

GamesBeat: There’s been a lot of attention on esports hype. There was a long Kotaku story that talked about the mismeasurement of the audiences. I’ve interviewed someone from Nielsen — that story just ran — on how they’re doing measurement of the esports audience as well. These things are brand new. The information and the data still needs work.

Barnes: 100 percent. We do our own independent data collection. We do partner with Nielsen, and we value them and their partnership across all of our sports properties. That’s one of the reasons we use them. We also use a few other research companies, and then we always have–if we’re doing streams we have Twitch analytics. If we’re doing events we have exit surveys. We have a whole lot that–right now the key for us is data collection. Whether the true audience size of Overwatch League fans is 10 million or if it’s 100 million, for us right now, using whatever the data is, how can we use that data to inform how we interact with the fans?

It’s not necessarily about the numbers. We know the numbers are big. We may not know exactly how big. But for us what’s most interesting is, what are the consumer habits? What are the consumer passion points? How do we offer value back to the fans?

GamesBeat: In some sense I guess you would like better measurement, but there’s enough precision out there for you to take action and do what you need to do.

Barnes: That’s exactly it. For us it’s more about, are we asking the right questions with the research? Rather than, do we have the exact right sample data, and do we know the exact figures? For us it’s about fine-tuning the right questions and finding the right passion points for consumers.

Above: Bud Light wants to be the official beer of esports.Image Credit: Anheuser-Busch

GamesBeat: As far as the comparisons people make to traditional sports, what are your own observations about that? How soon do you think this catches up, or in what ways will they always be different?

Barnes: There is some crossover, and that’s what–when we’re trying to segment the real size of the prize, we look at the different consumer groups. There are the passionate, die-hard esports fans and athletes, and then there’s more casual gamers. What we see with the crossover with traditional sports — and this is very rich territory, because we have a league sponsorship with three of the top four core leagues — we want to see what is the crossover and how we can act on that.

What’s really starting the big crossover is that pro athletes in other sports are playing video games, whether it’s on Twitch or in their free time. They’re all big gamers. Juju Smith-Schuster, right? He’s a big gamer and he plays in the NFL. He reaches both. For Bud Light that’s super compelling. He’s a partner with us with the NFL, and we can look at partnering with him for esports. How can we tap into both consumer bases? Most people out there play Fortnite, and most people watch the NFL. What are the efficiencies Bud Light could have with that?

The other thing we look at, we have some data that shows that amongst gaming fans, Game of Thrones was as popular as the NFL. That may not be their number two or three passion point behind video games, it’s still top 10. There’s a lot of ways we can use our NFL partnerships and others to reach those fans. Right now, most brands and most esports teams are focusing on the esports strategy. We think there’s a lot of rich territory for crossover between true sports and esports.

GamesBeat: As far as which esports to bet on, what are your views there? Do you feel like you have to make bets and back certain games or certain events? Or can you stay above that and reach the whole audience in some way?

Barnes: I don’t think there’s one league that could be a silver bullet for an esports strategy. When we look at it, it’s going to require multiple partnerships in order to reach a big portion of the fans. We want Bud Light to be for everyone. How do we get to the biggest level there? It’s a mix. As we’ve already announced, in 2019 we have partnerships with the Overwatch League, with Tekken 7, and with NBA2K. We prefer to be looking with those at how we can reach consumers, how we can keep new and interesting partnerships like the Beer League — which can rotate in different titles — so we can reach more and more fans. We also want to use influencers within key games and titles to influence and reach those consumers as well.

There has to be a mix. There’s not a one-size-fits-all approach with one title. For us it’s a mix of assets. It’s about reach and what’s the best thing we can do to reach all those consumers, or at least a significant portion of them.

Above: Anheuser-Busch is experimenting with esports marketing.Image Credit: Anheuser-Busch

GamesBeat: So far, can you reiterate which games you’ve backed in some way, or that you’ve worked closely with and are happy with?

Barnes: We have our partnership with the Overwatch League, which is a global partnerships. Then, in the U.S., we have an NBA2K partnership, which we just announced at the end of our season. We’re planning 2020 right now. Then we have a Tekken 7 partnership, which will be for the Bud Light Beer League. It’ll be a mix of–it’s primarily Twitch streaming and the online tournament, and then there will be a few live event components as well. Overwatch League, for us that’s been a live event and a Twitch stream component as well. We’re looking for not only a mix of partners, but a mix of assets within each partnership.

GamesBeat: What about following some of these celebrity gamers, or top athletes within different esports? Would you do deals with individuals like that in addition to the league partnerships?

Barnes: Definitely. Arguably the most marketable and popular name would be Ninja. A few years ago, during our Bud Light All Stars program, which was before my time, we had a Ninja partnership. This year we’re partnered with a few influencers. We’ve used them more tactically, rather than just signing the biggest name. It’s about how we can use them to propel our Twitch content and help us to activate. We’ve been using influencer streams to promote our live events for Overwatch League. Before each homestand weekend we do influencer streams where they take over and give away consumer tickets to our Bud Light Watchtower experience.

Then, for 2020, we’re looking for partners that are, let’s say, endemic to beer. They already like to engage with the product. They have a large reach and are playing various titles. That’s great for us, because while it’s sometimes difficult for us to be involved with certain games, we can partner with the top streamers — as long as they’re over 21 — to create cool content and give that back to consumers.

GamesBeat: Some people have always talked about how esports and games are unpredictable. Sometimes you get bad behavior among the athletes, or strange things happening at events. This is supposed to be scary to brands. What are your thoughts on that, whether that’s manageable?

Barnes: I can answer that question in a few parts. One, in the current environment, whether it’s traditional sports or esports, as a brand you have to be nimble. You have to act fast. You have to be able to react to trends and react to what’s going on.

We understand that esports is in its infancy, and there are challenges that come along with that. But for us it’s worth it, knowing that we can be the brand, the beer brand, that is the beer of esports. We’re the official beer of esports, the official beer of games, the official beer of gamers. We did that for a reason. When we look at what consumers are talking about on social media, we have 70 percent share of voice amongst beer brands. Our competitors aren’t even really in the same sphere as us right now, and we want to keep leaning into that. As this grows, we know that we’ll continue to grow with it, and we can continue to dominate the share of esports.

As far as the question around titles, yes, we’re constantly watching what’s hot, what’s up and coming. You look at what happened this summer. Was Fortnite going to get dethroned by a little-known title from EA? And then a few weeks later, it fell off the radar. We need to continue to monitor, continue to watch, and that’s great for us, because it’s an opportunity to work with the top streamers. They can switch playing games. When something’s hot they can play that. When it falls off they can play something else and still reach their fanbase.

We have to be nimble. We have to be a part of it. We can’t just be a big, slow brand. We have to be able to act within the space at the pace it’s going.

Above: Social media multiplies the impact of esports marketing.Image Credit: Anheuser-Busch

GamesBeat: How do you find the right people in this business in order to do all those things fast? As you say, it’s fairly new still.

Barnes: The key thing for us is research. We like to make fact-based decisions. Of course we have to play in the margin of error, because it’s always changing so fast. We have to use good judgment. But we have a great team of agencies that support us on all our initiatives, help provide that research, help provide the insight on everything that’s going on.

GamesBeat: Is the team pretty large there, that focuses on esports?

Barnes: I lead it for Bud Light in the U.S. I’m supported by the brand team. They’re doing everything else. It’s a bit of a team effort internally. But then I also have my agencies that are more solely focused on esports. I have teams that are dedicated, that are experts in the space. They’re former gamers, former publishers. They offer the expertise and insight that can really help us to refine our strategy and act quickly.

GamesBeat: Do you happen to know Mark Friedler? He’s a long-time gaming person that just joined Anheuser Busch on the biz dev side for esports.

Barnes: I’ve had one call with Mark. He’s consulting with our ZX Ventures arm. Our ZX Ventures mission is to disrupt ourselves. What are these trends that could disrupt beer, and how do we essentially become a part of it before it can eat us alive? He’s consulting on the gaming aspect of that, because like I mentioned earlier, there’s not a ritual within esports like going to the bar on Sunday to watch the NFL. We’re looking at how we can bring these experiences, these rituals, into the U.S. gamer’s world.

GamesBeat: TopGolf is converting a lot of their bars into esports bars recently for local gatherings.

Barnes: Yeah, TopGolf is a great partner. Usually when they roll into town they become one of the top beer sellers in their market, because people really love the value proposition. If they continue to expand into esports or more VR types of activities, I consider that a win. They put their beverage venue at the top of the list for their priorities. It always helps us when we can help the category expand in this space.

GamesBeat: You have to think about a lot of different opportunities as far as how to get a win for a product.

Barnes: Definitely. What we’re seeing, this is such a digitally native, such an on-demand type of consumer. It’s different from who we try to reach with, say, Major League Baseball. There, you have an older fan. They skew to an age around 45. Gamers skew around 23. How beer comes to life for them is much different.

What we did two weeks ago for the Overwatch League homestand weekend in Los Angeles, we did a Drizly promotion targeting L.A. with one of the top players on the L.A. Valiant. Drizly is an online alcohol delivery service. We said, “Hey, L.A., you guys like tech. You don’t like doing things in person. But if you order Bud Light from Drizly, you’ll get the chance to not only get your beer, but your beer could be delivered by Custa from the L.A. Valiant, and he’ll give you VIP passes to the Bud Light Watchtower.”

Custa went out and delivered that beer to an unexpecting consumer. He’s from Australia, so he ended up what they call shooting the boot, shotgunning it out of a shoe. He did it with the consumer. Everyone had a great time. For us, that’s how we break through. We’re not going to be talking to the Valiant consumer in the way that they want to be reached. We want to be content creators, not content interrupters. We want to have them tune in to watch something because they think it’s cool — it’s their favorite player and their favorite team — rather than just serving them an ad on Twitch.

When you’re non-endemic you have to think much differently about the space. You have to find ways to offer value to the consumer while the endemic brands are doing it in a much different way.

Above: Influencers are part of the esports marketing plan.Image Credit: Anheuser-Busch

GamesBeat: What do you plan to talk about at Esports BAR in Miami?

Barnes: Stuart Saw and I are co-keynoting. Endeavor is our esports agency in the U.S. We have a lot of programs that we’ve developed together between Anheuser Busch and Endeavor. For a lot of it, it’s going to be talking about what we’re doing to reach consumers as a non-endemic brand. It’s exactly what we’ve talked about, but in more detail, with more videos and concrete examples that people can see, as well as some of the data.

By October we’ll have a lot of data for how this is working so far. We just ran our first social listening test, where we figured out that we’re now 70 percent of social share voice, which is huge for us. Consumers aren’t talking about beer brands because they want to. It’s because we’re offering something crazy and unique to them, something that gets them excited. They’re talking about this in their free time. It’s not just industry. We hope to have a lot more of those examples by then.

In addition, we’re hoping to have a very cool–it’s not fully finalized, but a very cool Overwatch League grand finals activation. We’re hoping to propel that message beyond what just core gamers and Overwatch League fans care about, but also transcend the message for the whole city of Philadelphia. Bud Light has a very rich history with Philadelphia, with things like the Philadelphia Eagles Super Bowl win, where we gave free beer to the city of Philadelphia. For this to come back to Philly, there’s a lot of excitement and a lot of cool things we’re planning. The Overwatch League finals are the week before Esports BAR, so we’re hoping to share a lot of cool things, and a full Overwatch League recap as well.

GamesBeat: Is your whole industry as active as you guys are, or do you feel like you’re ahead?

Barnes: We’re significantly ahead of our competitors. That’s where we want to be. We have much different approaches to esports. Our competitor, earlier in the year, their big esports moment of the year was announcing that they were turning a beer can into a controller. They had an event at E3 where the controller couldn’t connect to Bluetooth and no one could play.

We really try to stay clear, like I said, of being an endemic brand that will make your gameplay better. We want to be the beer for fans, the beer for casual gamers, and the beer for esports athletes when they’re not on the screen, so to speak. We want to play to our strengths. It’s just a much different approach.

Source: https://venturebeat.com/2019/09/05/why-anheuser-busch-is-pouring-beer-and-money-into-esports/

Enthusiast Gaming $EGLX.ca – August #Esports Investments Recap $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 4:58 PM on Thursday, September 5th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 150 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

August Esports Investments Recap

  • August saw a number of strategic investments in the esports industry.
  • Five teams raised additional funds to scale their businesses including STILL8’s $4.5M USD investment and former NBA player Kevin Garnett backing Triumph Esports.

August saw a number of strategic investments in the esports industry. Five teams raised additional funds to scale their businesses including STILL8’s $4.5M USD investment and former NBA player Kevin Garnett backing Triumph Esports. Allied Esports Entertainment finally closed the business combination first announced in December 2018. BITKRAFT Esports Ventures led two more investment rounds to get their esports investment count up to seven for the year so far. Millennial Esports cemented its global restructure and refocus on esports racing by acquiring motorsport simulator manufacturer Allinsports and raising investments from former Formula 1 drivers.

During the month of August, The Esports Observer tracked $35.25M in disclosed investments excluding the business combination of Allied Esports Entertainment. Financial terms were not disclosed for all deals highlighted in this article.

Allied Esports Entertainment Deal Finalized

Allied Esports Entertainment (AESE), a special purpose acquisition company (SPAC) known as Black Ridge Acquisition Corp. before the deal, finalized its business combination with esports property and production facility owner Allied Esports and World Poker Tour operator WPT Enterprises. Both assets had been acquired from previous parent company Ourgame International. Ourgame CEO Frank Ng will serve as CEO of AESE.

With the closing of this transaction, the previously announced equity investments of $5M each by Mexican media company TV Azteca and U.S. property company Simon Property Group have been realized. Lyle Berman—a member of the board of directors of both Black Ridge Acquisition Corp. and its sponsor Black Ridge Oil & Gas, and the largest shareholder of the sponsor—invested $3M. Furthermore, Morris Goldfarb, chairman and CEO of American clothing company G-III Apparel Group, invested $2M. In total, Allied Esports Entertainment raised $18M; the source of the remaining $3M has not been disclosed by Allied Esports.

In addition to equity investments, TV Azteca and Simon Property will enter strategic alliances with AESE. Simon Property will integrate gaming venues and production facilities in its properties around the U.S. In May, TV Azteca and Allied already collaborated to create a PLAYERUNKNOWN’S BATTLEGROUNDS esports series called NATION VS NATION, which featured 40 competitors in a “USA vs. Mexico” format. The tournament’s Mexican broadcast reached over 2M viewers.

Going forward, TV Azteca and Allied will expand their work together through a number of projects including building a flagship esports venue in Mexico and creating a 24-hour digital esports channel for the Mexican market.

Roundhill’s Take: The SPAC transaction, which was initially announced in December 2018, has finally closed. As a result, the public markets have another “pure-play” esports company, joining the likes of Super League Gaming and Enthusiast Gaming. According to Company IR, Adjusted EBITDA is projected to turn positive in 2020, at a projected $8.7 million. 

STILL8 Pushing Expansion

South Korean esports company and Team Griffin parent STILL8 raised â‚©5B KRW ($4.5M) from Korean investors Dunamu & Partners, and Murex Partners. To date STILL8 has raised a total of â‚©23B ($19M) from investors including Kakao Ventures, Partners Investment, STIC Investments, TS Investments, and Neptune.

STILL8 is planning to cooperate with fintech firm Dunamu, an affiliate of Dunamu & Partners, following the investment. Existing STILL8 investor Kakao Ventures is one of the major stakeholders in Dunamu.

Both Lee Beomsuk, CEO of Murex Partners; and Kang Dongmin, vice-president of Murex Partners; are familiar with STILL8’s growth potential as they were with Partners Investment when the firm invested in STILL8 before they established Murex Partners.

Proceeds from the funding round will be used to continue investing in building Team Griffin’s brand and expand into new games and geographies. The current investment is a bridge funding supporting the scaling of the business while looking for further investments in 2020.

Roundhill’s Take: STILL8 looks to continue optimizing its Team Griffin brand outside of South Korea. This follows its move in July to partner with Huya for Team Griffin’s Chinese streaming, a contrast to similar deals signed with rival streaming platform DouYu by STILL8 on behalf of Gen.G and SKT T1. Competition for content is increasing between Chinese platforms, as it is in North America, following Ninja’s move from Twitch to Mixer.

FaZe Clan Adds Next Celebrity as Investor

American rapper and songwriter Kiari Kendrell “Offset” Cephus joins the likes of music artists such as Canadian rapper Aubrey “Drake” Graham (who invested in 100 Thieves in October 2018), DJ Steve Aoki, pop-rock band Imagine Dragons (who invested in Rogue parent company ReKTGlobal), and Canadian rapper Daystar “Tory Lanez” Peterson (who invested in Luminosity Gaming) in backing an esports organization.

The musician made an investment in esports organization FaZe Clan. Financial terms of the investment were not disclosed.

In April, NBA player Meyers Leonard invested in the organization. Both investments are a combination of equity investment and strategic alliance to help build the FaZe Clan brand in the intersection of esports and entertainment

Roundhill’s Take: As esports monetization progresses, leading gaming organizations continue to focus on establishing themselves as content, media, and apparel brands. From a strategic perspective, bringing on Offset as an investor can help widen the brand’s reach. It is not difficult to imagine a scenario where brand loyalties evolve well beyond the scope of gaming and esports.

Teams Find Backing From Mexico, India, and an NBA Legend

Pittsburgh Knights, an esports organization backed by the NFL’s Pittsburgh Steelers, raised an investment from Mexican esports investment fund Esports MX LATAM. The proceeds of the investment will be used to carry out the Pittsburgh Knight’s current business strategies including global expansion and joint ventures. The Esports MX LATAM fund and the Knights are also partnering to set up an affiliated esports team in Mexico.

Full service esports company and parent organization of Overwatch Contenders participant Triumph Gaming, Triumph Esports, raised an investment from 15-time NBA All-Star Kevin Garnett though his event management and production company, Big Ticket Sports. Triumph Esports will add an esports experience to the established three-on-three basketball tour Hoop It Up, that is organized by Garnett’s Big Ticket Sports.

Indian esports organization Global Esports received a multi-million dollar seed investment from Venture Catalysts, an Indian incubator and seed investor. Besides fielding teams in Overwatch, Fortnite, Counter-Strike: Global Offensive (CS:GO), Dota 2, PLAYERUNKNOWN’S BATTLEGROUNDS (PUBG), Tom Clancy’s Rainbow Six Siege, Apex Legends, and PUBG Mobile, the company also owns and runs the Indian national team for the Overwatch World Cup.

BITKRAFT Led Investments

In-game advertising platform Anzu.io announced that it has raised a $6.5M Series A funding led by BITKRAFT Esports Ventures. Other investors in the round were British advertising and public relations company WPP and Axel Springer Digital Ventures, the venture capital arm of media and technology company Axel Springer.

Catering to a more casual audience is BITKRAFT’s seventh investment of the year, The Ready Games maker Ready. The casual mobile games esports tournament platform operator closed a $5M Series A funding led by BITKRAFT. Other investors in the round included Comcast Ventures and Eldridge Industries.

Millennial Esports Focusing on Racing Esports

Allinsports, an Italian motorsport simulator manufacturer, was acquired by Millennial Esports, who purchased a 51% stake in the company for $6.25M. Millennial has the option to purchase the remaining 49% in a six-month timeframe beginning 18 months after the closing of the first transaction. Allinsports’ eRacer simulator will be used in Millennial Esports’ upcoming World Fastest Gamer competition.

As part of a $15M investment via a non-brokered private placement of convertible debentures, former Formula 1 drivers and race winners Brazilian Rubens Barrichello and Columbian Juan Pablo Montoya invested in Millennial Esports. The two race drivers will take on ambassador and special advisor roles to help the company with insights and credibility.

Other Investments

Credit: Statespace

Statespace, developer of the AI-based esports training app Klutch, raised $2.5M in seed funding led by FirstMark Capital, an early investor in Riot Games and Discord. Other investors in the funding round included Expa, Lux Capital, and WndrCo. Investment.

Tournament operations platform Matcherino received $1.5M in a Series A-1 investment from Galaxy Digital’s Galaxy EOS VC Fund and Wells Fargo Strategic Capital. While the Series A-1 funding round has raised more than $4.1M to date including investments from aXiomatic Gaming and Seven Peak Ventures, the company has raised more than $7.7M in total.

Source: https://esportsobserver.com/august-esports-investments-recap/

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  • In just a decade, electronic sports (eSports) has evolved from an underground culture into a mainstream industry worth billions of dollars today
  • The industry is growing at an explosive rate, and with major tech giants like Amazon and Google vying for a piece of the pie, the future of this industry is an exciting one.

How the eSports Industry Fares Against Traditional Sports

In just a decade, electronic sports (eSports) has evolved from an underground culture into a mainstream industry worth billions of dollars today.

The industry is growing at an explosive rate, and with major tech giants like Amazon and Google vying for a piece of the pie, the future of this industry is an exciting one.

It’s no surprise that eSports is often compared to its predecessor, traditional sports. However, eSports certainly has none of the typical confines of a traditional sport—so how does it compare in terms of audience size, market potential, and revenue?

An Equal Playing Field?

eSports is an umbrella term for competitions played on electronic systems, typically by professional video gamers—with the first competition dating back to 1972.

The 16 to 24-year-old audience has increased by 60% since 2017, fueling the rapid growth of this emerging industry. The global audience is expected to grow to 276 million by 2022, with League of Legends tournaments often boasting a higher viewership than some of the biggest U.S. leagues:

Cumulative Viewership (2017 finals)

  • NFL Super Bowl: 124 million viewers
  • League of Legends: 58 million viewers
  • MLB World Series: 38 million viewers
  • NBA Finals: 32 million viewers
  • NHL Stanley Cup Finals: 11 million viewers

While viewership can surpass that of well-known professional leagues, it doesn’t yet stack up in terms of monetization. That said, this aspect is now increasing enough to be seen as a threat to more traditional leagues.

How Much is eSports Worth?

According to Goldman Sachs, eSports will exceed $1 billion in revenue in 2019, and reach $3 billion by 2022. eSports creates the foundation for an entire ecosystem of opportunities, which include live-streaming, game development, player fanbases, and brand investments for sponsorship and advertising—where 82% of revenue currently comes from.

Although eSports under-indexes on monetization relative to the size of its audience, there is a huge opportunity for it to close the gap, given the predicted 35% compound annual growth rate (CAGR) for total eSports revenue between 2017 and 2022.

Getting Attention from the World’s Biggest Players

The success of eSports tournaments is attributed to live-streaming platforms. Amazon’s purchase of leading video-streaming site, Twitch, allowed Amazon to tap into the rapidly growing eSports audience, along with other live-streaming opportunities. Since the acquisition in 2014, the number of average viewers has doubled to 15 million, half of YouTube’s daily viewership.

Google, which lost the bidding war for Twitch, has recently made its own big move into gaming with cloud gaming service Google Stadia. Ultimately, the company hopes it will help keep live-streamers on YouTube instead of competing platforms.

The Future of eSports

Over time, eSports will tap into bigger advertising budgets, and reach national, regional, and global levels, as traditional sports are able to. eSports will also be a medal event in the 2022 Asian Games, which could pave the way for full Olympic status.

As a whole, eSports is starting to seriously compete with the big leagues. With a massive worldwide appeal, passionate fans, and billion-dollar revenues, the industry is only beginning to take flight.

The debate however, is not around the battle between eSports and traditional sports. It is around the shift to celebrating a culture that is completely virtual, over one that is physical—which has much bigger implications.

Source: https://www.visualcapitalist.com/how-the-esports-industry-fares-against-traditional-sports/